Voting Trends & Personal Preferences


RPG Superstar™ General Discussion

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Star Voter Season 6, Star Voter Season 7, Star Voter Season 8

I look at it as an art rather than a science, so to me using one's own judgment rather than the table seems more appropriate. Opinions will vary, of course, and that's fine....I just wish I didn't get the feeling that pricing was such a big part of the voting process for so many people.

Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I didn't worry about price unless it looked wrong, and oddly, some of the middle to semi-expensive ones worked out that the designer had looked at existing items and adjusted their price based on the perceived power to price ranges for their item types.

They were I found, more often than not, the ones who had a cost being half that of the price - because the designer had tried to place their price in relation to existing items of the same type and power level.

Quite often, this attempt tipped the scale in their favor when the vote was a close call. :)

RPG Superstar 2009 Top 16, 2012 Top 32 , Marathon Voter Season 6, Marathon Voter Season 7, Marathon Voter Season 8, Marathon Voter Season 9 aka Epic Meepo

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Some day, I would like to see an organized play campaign require all participating PCs to purchase their magic items from an auction site with limited supply. Then we'd actually know what each magic item was worth.

Scarab Sages RPG Superstar 2013 , Dedicated Voter Season 6, Dedicated Voter Season 7, Dedicated Voter Season 8, Star Voter Season 9 aka Steven T. Helt

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So my "Top 32" consists of 27 items: 13 Top 32 and 14 keepers. I have seen every item at least once, and I am sre there's a few more that belong in the keep folder.

I have 4 armors, 5 weapons, a ring, a staff, and 2 rods in my Top 13.

An additional weapon has superior potential and mojo, but the execution was clearly rushed and just can't make my top list.

I agree with many that there are some great items and that it was a strong year for first round entries, but I am very choosy, and I think there's a clear difference between the Top tier, the Keep tier, and the "good enough to make it into a book" tier.

Good luck everyone. Remember, review thread won't go up until midnight next Wednesday morning. Spend the rest of next Tuesday celebrating and congratulating the ones who make it into this year's RPG Superstar!

Shadow Lodge Star Voter Season 6

pH unbalanced wrote:
Coleman wrote:
I think people are sticklers for the math because math.
As an accountant, I can assure you that this is a universal truism. People greatly prefer to use measurables, even when those measurements are inappropriate to the situation.

You've basically affirmed Coleman's statement :P

RPG Superstar 2015 Top 8 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 aka DeathQuaker

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I don't think the math has to be perfect, just the designer has to show a good instinct for working with the system, which is both art and science. I'm just not going to count a high price--if it was gotten to by a reasonable method--against a designer for the sake of it being a high price alone.

That said, I love the auction idea, Eric. ;)

RPG Superstar Season 9 Top 16 , Star Voter Season 7, Star Voter Season 8 aka Cyrad

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Jacob Kellogg wrote:
Garrick Williams wrote:

My point is that homogenizing all classes to use the same pool denies many potential ways to make interesting classes. It does help make classes less complicated, but at the cost of narrowing the design space.

Gonna have to disagree here.

Why does grit/panache "feel" different than ki? The only real differences are (1) the things you can spend them on and (2) the fact that the former can be refilled by meeting certain conditions.

Neither of these is lost by a unified pool mechanic. Suppose you have a universal rule that PCs get X points per day that they can spend. Your class features will define what things you spend your points on, so you've still get #1. Furthermore, the existence of the single pool does not in any way prohibit certain classes from having class features that say "you get a point back when you do X". A class doesn't have to invent its own pool in order to be able to mess with it.

Having a central mechanic as the baseline for all the classes makes learning easier, but without sacrificing any design space at all.

Saying that you limit design space by having all classes work from the same basic pool mechanic is like saying that a first-person shooter limits design space by having every gun use the same button to fire.

As Petty Alchemy says, the recharge mechanic is a very significant difference. So much that I wrote this article answering the question "Why does grit/panache "feel" different than ki?" To summarize the article, grit is a dynamic engine whereas ki is a static engine. As a result, grit generates a feedback loop that gives rise to emergent gameplay differing from ki.

I'm not saying a unified pool is inherently a bad thing, only that it comes with trade offs. These trade offs do exist, even in a system as you propose. You would still have to figure out a way to make all classes and their interactions work in the same framework, either by disabling multiclassing or by providing/barring recharge mechanics for all classes. This inherently limits the design space.

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